Tuesday, February 7, 2017

Team PPJ 1/31/17 - 2/7/17

This week, a lot of improvements were made both on the front-end and back-end. Our new helix-shaped arena has been implemented, tweaks to the gravity wells have been made, and the gravity whip has successfully been integrated into the AI, who now swings the whip in a manner similar to the player.

The art side is currently focused on finishing and polishing existing assets, as well as creating new assets for the game's background and polishing the website even further.

We were also able to set up a live demo for this week's mid-beta check in, which we were very proud of. While it was a veritable forest of cables, we think it was worth it as it finally allowed our faculty and classmates to see how our game is actually played.

Going forward is all polish, both on the code and art side. As well, we have been approved to launch on Steam by the end of the month, which is a great morale boost and is driving us to polish our game even further to make sure we have a great presentable build by the time we are on Steam.

  • AI looks and works great
  • Capsule arena looks great
  • We're getting on Steam
  • Live demo
  • Capsule arena created new gameplay snags

Daniel Ingman PPJ 1/31/17 - 2/7/17

This week, I spent time working on the assets that I was in charge of working on this week. I created an offhand tool model, representing the Ionizer, and I created UVs and preliminary textures for both of these objects, so that next week can be spent rigging and animating them. As well, myself and a few other team members updated the gantt chart to reflect our current progress thus far. Finally, I worked with a teammate to set up a Vive and a VR-capable PC in the Annex Black Box theater, in preparation for Tuesday's presentation. While this setup was very scrappy, it ended up working, and we will finally be able to show off a live gameplay demo of our game for the first time.

Setup 1: Tyler's PC

Setup 2: Dan's PC

  • visual progress
  • Gantt updates 
  • Live setup was successful
  • No after-hours access to the Annex
  • Live setup was full of cables and inefficient
Time spent: 20 hours
  • Ionizer Model: 2 hours
  • Ionizer UVs: 4 hours
  • Ionizer preliminary texture: 2 hours
  • Whip UVs: 6 hours
  • Whip preliminary texture: 2 hours
  • Gantt updates: 2 hours
  • Annex VR setup: 2 hours

Monday, February 6, 2017

Andrew DiNunzio PPJ 1/31/17 - 2/7/17

This week I spent a lot of time on the repo itself.

Our repository was approaching the 2GB limit on BitBucket, so I created a new repository. This time, I made use of Git LFS, which has a 5GB capacity instead of 2GB. I set it up to track a majority of the large binary files. Git LFS has the benefit of not storing every revision to binary files (which is often actually just storing the entire file multiple times) in the repository itself. This makes (theoretically) makes cloning, pushing, and pulling faster. I haven't seen this speed improvement though.

We had some issues with the new repo, so I spent some time getting people on the team updated with it. We also had a broken build for about 3 days this week. We're not sure what caused the issue, but it seems Unreal Engine doesn't work well while transferring files between two versions (even if it's just a difference of build version), there was an issue while transferring it from an external hard drive, or Unreal crashed at some point while saving, causing the files to be corrupt. It could also be an issue with Git LFS, but I don't know why that would be the case.

There were 2 corrupt files that needed to be reverted, and unfortunately that caused Cancelosi a good deal of work.

I also spent some time working on the AI with Cancelosi and DiLucca. We got it to a point where it swings the tool around after grabbing it, and it even scored once. It still has a very long way to go, but it's much better than what we had up until now.

I created a "calibration room" to help with the development of the AI. It's basically just a room that throws balls within a certain radius of you from random locations along a plane in the distance. This will help us gauge how we throw the ball, and it will help us test the AI when faced with balls coming from different angles and speeds.

Time spent: Total: ~18 hours

  • 5 hours - Setting up the new repo using Git LFS
  • 5 hours - Fix broken build while trying to salvage some work
  • 5 hours - Worked on AI to properly hold the tool and swing once it has the ball
  • 3 hours - Calibration room

  • AI actually returns the ball sometimes now
  • The new repo makes use of Git LFS to keep the local repos small (and was also an amazing learning experience).
  • Git LFS complications and broken builds hindered progress a bit this week

Tyler Schacht PPJ 1/31/17 - 2/7/17

This week I spent a good amount of my time reworking the goal.  I reiterated on the goal model, it is hard to see, but there is not as many hard edges and I was able to optimize the polygon count a bit.  I also reworked the textures that I added two(?) weeks ago.  Added some emission maps on the inner portion of the inner and outer rings that give off colors based off of what team owns the goal.  There is also cracked paint that is able to turn into whatever team color we want.  There is a new hidden model that acts as a collision for the goal to avoid the ball getting stuck in the rotating bits.  Below is a screenshot of the in-progress goal and the team / logo that the goal is for.

Logo Designed by Dan Ingman

I was also fixing up the website adding in more readability for the download button not currently working.  We don't want to put our full game out there.  I changed the design and mentions of  most trademarks to avoid legal issues.  We already know that the Vive in the background might be an issue for copyright.  So we are planning to create a cartoon depiction that still gets the point across but should cause no legal issues.

Total hours:
- Goal Model: 3 hours
- Goal Materials & Textures: 8 hours
- Website & Presskit changes: 3 hours
- Beta Footage recording: 2 hours

Positive: I think the goal looks a lot better and I think it also runs a bit better.  

Negative: Still wasn't able to get the website as well as I would've liked it.  I just can't figure out what to do about all the about sections.  I'm probably going to get help going forward.

Ryan Badurina PPJ: 2/1 - 2/7

It's already week 5 of Winter Term.  God almighty.

While the coders were working on the AI and fixing the repo, I decided to join Cory in creating some set pieces for the future cityscape arena.  While Cory worked on set pieces the player could "possibly" see up close (doubt it given the material we're using for the arena itself), I decided to work on set pieces good for a "background" of sorts; simple, low poly, but good-looking.

The biggest problem for me was the design process.  Because the Sci-Fi setting is so vast and customizable, it's difficult for me (someone who is more of a fan of the fantasy setting) to envision something that can represent the futuristic setting of our game.  These buildings are rather basic in comparison to other sci-fi buildings, being more cubic in shape, but I think one of the main purposes for these models is mostly to be used a far distance from the arena due to their low poly count.

Other things I've done were reviewing the sounds from our Music Teammates with Cancalosi.  Some sound SFX were really good, but others seemed rather "incomplete", so Mike and I wanted to convey that to our sound guys.

  -Weekday Meeting(s): 1.5 Hours
  -Weekend Development Session: 5.5 Hours
  -Music/SFX Review: 1 Hour
  -Arena #2 Buildings:  9
Total Time: 17 Hours

  -Got a few buildings done for our future cityscape arena.
  -Recently left part time job, so for the time being until I find another job, I have extra time to work on schoolwork, including this project.

  -Repo problems over the past week have prevented me from properly importing the models into Unreal for future use.  Next week I'll add the current and future models along with the textures into the game.
  -Buildings took a lot longer to work on due to unfamiliarity of structures and difficulty in design choices.

Cory Zicolella 1/31 - 2/7

This week, I mainly worked on getting updated footage for the newer trailer that was a required deliverable, as well as creating some assets for the surrounding environment that will be outside the stage.

By far the majority of the time was spent in editing, as the coding and design teams faced numerous difficulties moving forward with our planned updates due to circumstances beyond our control.  This made recording delayed (but also made it hard to capture usable footage).  That being said, it was improved on and fixed the day after, but I still had to work with the footage I had!

Thusly, I have created this new n' tasty trailer:

As for the modeling, I was working on updating and creating lights for the stadium while I awaited footage.  Below are some pictures for that.

Overall, I'm pretty happy with the work I put into things this week, and I'm really glad the trailer came out as good as I did.  I look forward to hopefully putting these models together and improving them to also give a good bit of scenery to the outside of the stage.  Everyone is gelling really well still, even 15 weeks in, and working together to solve problems and help each other; it is absolutely fantastic.

Johanna Oberto PPJ 1/31/17-2/7/2017

This week I put more time into documentation, as the CCI team has a new documentation deliverable due this week. I spent time improving the GDD and making the document more detailed. I also helped improve the grammar and included updated game details. I also helped make gameplay decisions as we went through the document.
I also began work on our second document, the system requirements document, part of which is due this Tuesday. I am in charge of making the swim lane diagrams for this document, so I made two of these diagrams for the upcoming week. One is a contained look one of the game's mechanics, and the other is a more general view of the overall game play, so that the reader can get a sense of how the different code components interact with each other and the player's actions when the game is in action.
The time I was able to spend on the project was diminished this week due to the midterms and projects in other classes. I should be able to ramp up more hours next week.
Time Spent:
Working on GDD: 3 hours
Help with Design: 1 hour
Swim Lane Diagrams: 2 hours
Total: 6 hours

Mike Cancelosi Post 1/31 - 2/7

This week, most of my time was spent on furthering the AI and creating the entrance tunnel for the arena.

For the AI, it is not able to return the ball by moving the controller along a spline path. It is a far leap from where we were last week as last week it only caught the ball like 50% of the time. Now it catches it every time ( which will change once we make him "stupid" / imperfect) and returns it convincingly enough towards the goal. What's next is to change the shape of the spline based on what direction the ball is coming from.

The tunnel is coming along as well. Right now it's at a very preliminary stage. I wanted to see if there would be a problem with motion sickness with something like this but nobody felt sick with it so I'll continue with it.

In meetings, we went over the sounds uploaded by our sound guys. We reviewed them and sent our suggestions. We will hopefully be implementing the sounds this upcoming week.

Hours Spent:
AI : 11 Hours
Tunnel : 5 hours
Fixing my Repo : 1 hour

Total : 17 hours

Pros : The AI made a huge leap this week.
           I have some really cool ideas to make the tunnel interesting.

Cons : We need more coders working on the AI